Welcome to Games That Weren't!

We are a Cancelled & Unreleased Video games archive with prototypes, developer history and assets for many computers and consoles of all ages. A non-profit large archive dedicated to preserving lost games that were never released to the public. Sharing history and stories from the developers, assets and more before it is too late. GTW has been preserving lost video game history online since 1999, and long before that offline.

Please Browse our archive and discover the many entries that we host for many different platforms.

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Go Kart!

Before the classic times of Slicks and then Micro Machines, came games like Go Kart!, with some simple tracks and playability.

Go Kart is quite primitive when compared with Slicks, and is certainly not as slick as Slicks. Unfortunatly the controls are quite awkward, making the game slightly unplayable.

The graphics are also a little too basic, although they look ok on the second track (If only a little strange for a go-kart game). There is also no sound at all in this preview.

The tracks are selected before the preview is started, so the preview has been bolted together from other previews. The game includes a standard title screen also, which luckily had a credit which we can chase up in the future.

Were there any more tracks?, was there a later version with more cars and linked tracks? The author can hopefully answer this one day…

A nice little racer, marred by some dated graphics currently…

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Gods

A hugely popular game from the Bitmap Bros on the Amiga and other 16-bit systems done way back in around 1991. Famous not only for the game itself, but for the music score for the game. In the year 2000, work was started on a unofficial C64 conversion, and a site was put up to show progress.

Eventually an intro was released, which contained some reasonable titles and a decent conversion of the GODS theme tune. Sadly there was nothing playable, until a while later.

Before the site disappeared, the team released a small preview of the map, and slightly playable version of level 1. Those who downloaded their Xmas demo and decoded a special message could be 1 of 10 potential beta-testers to test a later version of the game. It was reported that the game was around 50% complete overall (most of the code was done, just needing final maps and character designs).

Sadly, no-one seems to have either the early demo or the beta demo and therefore the intro is all that currently remains. Their website originally said the following:

“As you can see this is the Entire map to level 1-1, This is just the background map, there are another 2 maps that go with this as each level is built with 3 layers of maps, there are a background map, Interactive map & a baddie map, the interactive map is a map that contains things like AI pointers and switches, then of course the baddie map contains all the baddie locations and paths. Look out for a playable level 1-1 demo coming very soon.”

Thanks to the Wayback machine, here was the last update and invite for beta testers:

MERRY XMAS – SPECIAL DOWNLOAD

The above download, is a WIP from 3 months ago, The Final version is A Whole FUCKLOAD nicer We are releasing this OLD demo now to keep scene interest.

Unzip, load the PRG into real or emulated 64 and type SYS 32768 (Return)

Feel Free to Email us about this, But keep in mind this is in no way a current wip. Alot of changes have been made since.

Beta Tester’s Req’d

Merry Christmas to every c64/128 freak out there. We are nearing the end of godz production, Phew! its been hard Everything is done, Music, Gfx, Code, AI, Its all there, However as we have played it to death we don’t know if its to hard or not hard enough anymore we need testers. so to make the selection process fair we have a plan :)

All you have to do is download our christmas greetingtro. load it up on your fave emulator (we recommend WinVice 1.6) and follow the instructions, it tells you all you need to know
Shortly after the festive season our new website will open up with the first public release of Godz. Hex (Me) is busy doing all the website material now (lots of shockwave).”

There were some rumors that development on Gods had been stopped, and Hexl0rd responded:

“Two of my colleagues work on it without me, but the development speed is slowing down. We are working always on GODS, we don’t give up the idea. I am working twice than before, and we will put up one new webpage with a demo with 3 levels.”

At the time, I remember many people thinking that Gods was nothing more than a fake production to drum up some interest in the scene. We had contact from a guy called Andy in 2006, who had spoken with Hexl0rd at the time and had seen a lot of the game. He confirmed it wasn’t fake as a result, and seemed like he was one of the beta testers. After promising to try and dig out the previews, they sadly disappeared (the old email address now bouncing).

According to Andy, the coder was struggling with the AI and sprite multiplexer in particular, and could have been why the game was abandoned in the end.

The likes of Hexl0rd, Marta and Ventura all seem to have disappeared off the face of the earth, so we hope they see this page some day to get in touch and shed some light on the development, and even share what remains of the game. The only other hope is if someone happened to download the early preview off the site or were one of the beta testers. If that was you – please get in touch!

Sadly, I recall downloading the map demo and running it – but I didn’t archive it at the time. From what I recall, it just had a very basic character that could move around a very simple map that scrolled in multiple directions. I can recall there being ladders dotted around. There were no enemies or sounds and it was quite dark/blue – like the colour scheme in the intro demo.

If you have old CD archives from around 2000-2001 time, then check them for anything that looks like “gods” or “gods.zip” (which was the download filename).

In the meantime, in late November 2023 (and after many searches across digital archives in the past), I made a small breakthrough. On our very own Jazzcat’s disks, we located a “GODS” file which seemed a decent size. When loading it up, it did nothing – so we tried the SYS code as mentioned on the old Gods web page. Unfortunately, we were greeted by the same (uncompressed/uncracked) intro sequence with digital music that has been floating around for some time.

Looking in the code – we noticed that there seems to be remnants of the game character set for level 1 first of all (which has probably been present in the intro release already out there).

However – lurking on the same disk was a file called “XMAS”, which also didn’t autorun when loading. Putting the same SYS code in, we were greeted by the Christmas demo which was mentioned, with the message that had to be decoded to become a beta tester.

So its something related to the development, and we’ve added it here – but still not the previews sadly. Couldn’t see anything else similar on the rest of Jazzcat’s disks. Hopefully some day we will find more.

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Godflesh

Many moons ago as the C64 was resurging through fanzines, Godflesh was announced to the world as a new beat-em-up in production by First Blood Entertainment in 1996. Previously doing a few other games, this sounded particularly exciting.

Sadly nothing was really ever heard about this game, and it was soon forgotten about. It was assumed that interested was lost, and so was the game.

In recent years, we obtained some exclusive screenshots of the game, but only seemingly bitmap stills of the game, and no action at all.

There is no playable feature though sadly at the moment. And now after many years of mystery, we can solve the game’s mystery…

The game was to be a IK / Mortal Kombat game, with 12 characters, and very ambitious ideas and excellent graphics. Most of the plans and graphics were drawn up, but sadly a coder could not be found to produce the game, so nothing was really developed apart from maybe a few sprites/test routines.

Jazzcat was the main designer behind the project, and has been hoping for years that the game would have been started and finished, but it was not to be. Jazzcat therefore has specially compiled all the remains specially for GTW for exclusively release for the first time. This special download includes a lot of unseen graphics, and possibly some unheard music by Geir Tjelta.

There was a lot more, including sprites and other graphics and documentation, but sadly this was all lost in a house fire. So what we have here is all we believe that remains of the game. Also included are a set of scans which depict some of the cover/documentation artwork by Duce.

So this is it really… a set of concept graphics to indicate what was being thought about.. but not quite enough to get excited about sadly. It is however another entry which will get people thinking "What if", as with many titles in the archive. Could more be found?… Remote… but you never know… but its most likely only ever gonna be sprites… so you could say that what is here is everything, and this therefore a closed case.

End of the road for Godflesh, and another that got away…

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Go Ape!

A game promoted heavily in Denmark, a blatant Rampage clone that sadly would never get a proper release. Is it because Activision stepped in and stopped them, or did Kele Line go under before they could get the game out?

Luckily a preview somehow sneaked out, which is likely a glimpse of how far the game had got. Although buggy with test code on the screen, it plays very well and has some neat presentation effects throughout. This could well have bettered the UK version of Rampage. Thanks to Ole Mogensen, we found out the developer names, which are those from previous Kele Line games.

Although it seemed likely that Activision stepped in and put a stop to the game, this wasn’t the case. Carsten Holløse from World Games confirmed to us that Activision never went after them, and that it probably never even got onto their radar. Carsten informs us that they even did a launch party for the game based on the demo (that we are now hosting), and Carsten is the guy dressed in the monkey suit in the scans we have below.

We also got hold of Torben Bakager Larsen, who was a producer at Kele Line, and he believed that the coder had to dump the project to finish his school work. Torben wasn’t sure if there was more to the game, but it is believed that this could well be it. Torben did however dig out the original artwork intended for the game’s cover, and has very kindly provided us with a scan to put on the site, which you can now see within the gallery.

In recent years, it was found via a SOFT magazine article in 1987, that the development team left Kele Line and went to World Games to get their game made. There was also a credit listed to the late Johannes Bjerregaard for the music.

An article in IC-RUN 1988 confirms that Viet signed a contract with World Games to finish the game there, but there was no release date. German-based Ariolasoft were to release the game too. When Viet went to finish his education, World Games tried to get another young programmer to finish it off (name cannot be recalled unfortunately), but it was never to be and little progress was ever made beyond the demo we have here.

The crack of the preview was released in 1989, by Rooze – who may have been friends with Viet at the time. Hopefully we might be able to contact Viet in the future to find out more.

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Gnome Ranger 3

Another entry, but this time for a game that we don’t know too much about at present.

This was to be a 3rd part in a series of adventure games by Level 9 Computing. The first two were very popular, and its a shame that the 3rd game did not get out. Remixes of the first two games did come out in around 1989 with new graphical enhancements.

A lot more research required, but we wanted to put this in the archives before it is forgotten about. We will come back to this game in much more detail.

The sequel was heard about after in a C&VG preview in august 1988 for Gnome Ranger 2 said that a 3rd game was due for release the following year.

We don’t know much more apart from that at present… we’ll have to see how it goes and if we can dig any more up…

Do you know any more about this game?

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Gladiator

Another entry we sadly don’t know too much about, and one we need to question Haydn about slightly to find out some background to it.

We have no ideas of publisher or anything like how the game was shaping up. But Haydn tells GTW that it was to be a Arcade Conversion of a Taito game of the same name. Funnily enough, Elite had already done a conversion (a poor one) under the name of Great Gurianos. However, early on they were not able to do the conversion justice, so they turned it into a side scrolling hack and slash instead.

In 2012, we heard from Bill Caunt, who said that he worked on Gladiator- a conversion of the arcade machine. It is possible that Bill may have worked with Mike Ager on the conversion for Virgin Mastertronic, as they did Continental Circus. Now it is also possible that Bill canned the conversion, and Mike Ager had another attempt for another developer company. Something we hope to confirm in the future.

We know that Haydn hasn’t really kept any of his disks, and Solar Jetman surfacing was a pure fluke. Sadly it seems that Bill no longer has anything either. Chances of this turning up are very remote, until get a response from Mike at least (who sadly doesn’t respond to any messages).

The game was advertised as coming soon in April 1989. So it looks like it was on the way, but didn’t make it for whatever reason.

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Giana Strikes Back

Giana Strikes Back was to be a game that had a brief mention in various fanzines as being developed by Peter Staaks (Graphics) and Frits Koudijs (Code). A few months later it was decided that the game was never gonna happen and it was shelved.

After getting hold of Frits, we can confirm that he didn’t start any work, and was unaware of the connection of himself to the game. Maybe Peter was thinking of asking Frits, and never got round to it?..

But did anything ever get started, or was this just an idea that never came to be anything?

Could anything of this be found?…

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Great Giana Sisters

The Commodore 64 has received many memorable games over the years, and none so much as The Great Giana Sisters, but for all the wrong reasons. Created by Armin Gessert, with graphics by Manfred Trenz back in 1987, Giana Sisters aimed to cash in on the Super Mario Bros. craze that was taking the gaming world by storm.

A very cunning swap of ‘Great’ for ‘Super’, ‘Giana’ for ‘Mario’ and ‘Sisters’ for ‘Brothers’, proved too much for the legal eagles at Nintendo. They were (and still are!) heavily protective of their much loved plumber, and took legal action to prevent further sales of the game.

Nintendo were late in their prevention however, and the game was believed to be only on sale for a short amount of time before being taken off the shelves. It was enough time for copies to sneak out into the wild thankfully, including on the Amiga, but sadly not the ZX Spectrum edition (which is still at large).

The game itself is a very playable interpretation of Super Mario Bros, but it still isn’t quite SMB for me – and we’ve been lucky enough to have a proper conversion of the NES classic in more recent years instead. But it is a great game in its own right, and a classic too which you should certainly check out – especially for Chris Huelsbeck’s fantastic music.

However, it was asked recently by C64 preservationist Tom Roger Skauren about what really happened to the game, and noted that there wasn’t much concrete about what happened exactly. Curious, I began to do some digging – as i’d read originally from Commodore Force’s unreleased games feature that Giana had only been on shelves briefly before it was taken off. But how long was that exactly? Was it a week or two?

It seems that the game could well have been on sale for 3-4 months, and it was when the sequel was already well in production. Check out this reference in Zzap February 1989, where it is suggested that Nintendo caught wind of the cheeky clone when one of their executives saw Giana on display at a trade show, and then immediately ordered writs to be served, stopping the game’s production and programming of its sequel.

Though C&VG just months earlier had this snippet about the cancellation. This suggests that it was the sequel that caught Nintendo’s eye, and not the first game. Was it the sequel that Nintendo saw at the trade show and not the first game? Did they then realise about the first game and served the writ? Whatever happened, it seems that the game was on sale for much longer than a few weeks – which explains why we see a fair few copies appear for sale.

C64 historian Mat Allen confirmed that shortly after seeing the Zzap review, they attempted to purchase the game from Boots (which was on the shelf), didn’t have enough money at the time – so went back later on, to find that it had been taken off the shelves. So that is a confirmation that it was at least removed from Boots fairly swiftly. It’s always possible that the game could have been on shelves before the Zzap issue had been released though, and for how long – we don’t know. Weeks perhaps?

Curious indeed, but the main thing is that the game did make it out and we have been able to enjoy a piece of C64 history.

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Gory Ghost

I always regret not growing up when the likes of "Ghosts and Goblins" came out on the C64, and being able to go out and buy the game as soon as it was launched…

I could have possibly gone out and bought "Gory Ghost" though, a clone of the classic game which was being worked on in the late 80’s… sadly as with many in GTW, this was never completed or released anywhere.

Apart from looking very similiar to the Elite classic conversion, the game plays nowhere near as good and has a number of bugs and bad pieces of gameplay.

The preview takes place over a reasonably sized one level map, before finishing. You are able to shoot bullets at various enemies, and jump over numerous platforms.

This would have likely bombed at full price level, if there hadn’t been much to improve over Ghosts and Goblins, but possibly would have done fairly well on budget.

This obscure little title is so, because no credits are present to tell us who actually worked on this game.. so finding out more about this game is on a slow slide for now…

A game crying out for Chris Butler to save…

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Get Dexter

"Get Dexter" or "Crafton & Xunk" was an isometric 3D game popular on the Amstrad, published by Infogrames. According to the White Wizard’s review of Mandragore (a role-playing game by Infogrames) on page 70 of issue 16 of Zzap 64, "one of the first big French hits to sell over here (apart from Get Dexter – which is soon to be converted to the Commodore by the programmers of Fairlight – on the Amstrad)"

Already from this we have two clues that either Infogrames were developing it, or The Edge were. Gamebase lists Fairlight’s C64 converter as Trevor Inns, but Trevor confirms that he had no involvement on the conversion at all. The Amstrad coder for Fairlight is listed as the same as the Spectrum developer – Bo Jangeborg. So did Bo attempt a bit of C64 coding?

It’s early days, we need to find out who exactly was behind the conversion before we can find out any more!

Do you know anything about this conversion?…

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